Dark Heresy General Discussion Latest Topicshttps://community.fantasyflightgames.com/forum/392-dark-heresy-general-discussion/Dark Heresy General Discussion Latest TopicsenList of all Home Worlds/Character Creation Options?https://community.fantasyflightgames.com/topic/230995-list-of-all-home-worldscharacter-creation-options/For example in Forgotten Gods on page 109 there is an alternate Home World option for Shrine Worlds:

home world:

thaur

Players can adopt Thaur as their home world when creating a new Acolyte, especially as a replacement character while adventuring in that location. Characters from Thaur follow the standard shrine world rules (see page 40 of the dark Heresy Core Rulebook), but with the following new Home World Bonus instead of the usual one:

home world bonus

The Dead are Watchful:

he first time a character from Thaur suffers Critical damage each session, after determining and resolving the Critical Effect, he gains back one spent Fate Point (this cannot exceed his Fate threshold)

Are these listed anywhere, published officially or fan listed? In particular I would like it if it had the source reference as most of these you would want to read about Thaur for example before taking it.

I know there are the Character Creation supplements but they don't contain this information.

This means that reviewing it is like reviewing Whisper Base for Age of Rebellion, or Broken Chains for Black Crusade; you're almost inevitably missing some of the detail, but have enough to get a decent overview of the game.

The big thing that's missing is character creation/progression. We have a total of 6 pre-generated characters:

Gael Harden, a Cadian Guardsman.

Pater Nemoris, a Ministorum Priest

Trojon Kull, a White Scar Tactical Marine

Victoria Lin, an Imperial Commissar

Henna Orten, a Sister of Battle

Lady Yyrmalla Aleretta, an Inquisitorial Acolyte

It's a bit of a super-friends brigade, but the backstory is that they're essentially the 'inner circle' of a Rogue Trader's allies and advisors; this is post Gathering Storm, where the Great Rift has basically buggered half the galaxy and a Peer Of The Imperium's warband is likely to consist of 'whatever loyal individuals I can lay my hands on'.

Basic Rules

The game looks nice. At first glance it appears to fall somewhere between the Dark Heresy/Only War series and the Star Wars/Genesys series in 'crunchiness' of rules.

The game uses 'normal' 6 sided dice.

Because it mostly only uses 4 faces of the dice and talks about 'icon' and 'exalted icon', expect custom dice to pop up as merchandise sooner or later, but unlike the star wars or legends of the five rings stuff you don't actually need the custom dice.

Your stats + skills + circumstantial bonuses give you a number of dice to roll.

The maximum number of bonus dice is limited by your character's tier (level) - to 6 in the case of this adventure.

A 4 or 5 is an 'icon' (1 success), a 6 is an 'exalted icon' (2 successes or another bonus effect).

1 die nominated before the roll ('the red one') is the wrath die. This includes genysis-style opportunity and threat - on a 6 you get a point of glory, on a 1 you get a complication ('I hit but my gun is jammed'). It still generates icons normally, too.

Distance is measured in actual metres, not unequal short/medium/long range bands. Yrmalla moves '4 metres', whilst her laspistol shoots 24m (well, 48m with a penalty - much like Dark Heresy, a gun's listed range is 'with no penalty to hit')

Difficulty is a flat target number (default 3), with situational increases or decreases. Multi-Attack, for example, lets you shoot at several targets with a penalty to your 'to hit' roll.

Success is beating the target number.

Bonus successes don't seem to do too much (except in the case of combat) but bonus '6's (exalted icons) specifically do matter, a lot.

This means that:

Getting a 'basic pass' isn't too hard on a normal difficulty task

Since adding a bonus die only works out at 2/3 of a success on average, a 'pip' increase in difficulty is a lot worse than it looks

Since 'more than normal success' is probably going to require you to roll a '6' that you don't need to pass the test in the first place, 'critical success' on a check is not easy at all - you're really going to notice the difference between skilled and unskilled characters getting the option for these 'extra boosts'.

By comparison, there doesn't appear to be an 'unskilled penalty'. So it's more like Genesys that anyone has a reasonable chance of a basic success (good if the medic's the one who's bleeding out!) but without a big dice pool getting those bonus effects is nigh impossible.

Listed effects for a '6' are:

Pass the check but get it done 'faster' (pretty much self-explanatory)

Pass the check but get it done 'better' (so instead of just being convinced to let you past, someone also actively gives you aid)

Pass the check but get it done 'with more information' (the example given is cracking a security door and finding out that whoever unlocked it before you used xenos tech to crack it)

Shift the die into the pool for your damage roll (in combat)

Gain a point of Glory (once per check)

There are two 'fate point' equivalents

Wrath - a personal resource, players get 2 each per session in the starter adventure and can pick them up for completing personal objectives.

Everyone gets a D6 table of personal objectives. For example, if Victoria Lin summarily executes someone in a way that the GM agrees meaningfully serves the Imperium.

Glory - a group resource

Starts at 0 each time, built up from 'spare' 6s on checks and or '6's on the 'wrath' die.

Both can be spent to boost rolls, but their effects are different, meaning that for that roll that absolutely positively has to go your way, they can be stacked if both are available.

Ruin - yes, I said there were 2. Ruin is the GM's equivalent, and has broadly similar effects, but represents fate-points-for-the-bad-guys.

The GM can pick it up as a complication, and some Master/Nemesis/Whatever NPCs have their own personal stockpile.

Basic Stats

There are less basic stats and skills than Dark Heresy, about the same as Genesys

Interestingly (but logically!) Weapon Skill and Ballistic Skill are both....skills. Ballistic Skill works off Agility and Weapon Skill works off Initiative (not strength, which is one thing which helps keep the Space Marine in check).

There is a default 'how hard you are to hit' stat, Defence.

There is a separate stat, Resilience which is 'when hit, how hard you are to hurt'.

In practice, this is probably generated from toughness.

The character sheets show resilience as two numbers - from the context presumably 'armoured' and 'unarmoured'.

Wealth and Influence exist as two separate stats. They're single-digit stats implying you make a wealth or influence check, but neither is really used in the starter adventure.

Sister Orten is noted in her background section as having fought to protect some astropaths from generic cultist loons. Noticably, along with the Imperium, Adeptus Ministorium, Adepta Sororitas and Order of the Sanctified Shield keywords you might expect, this results in her also having the Adeptus Telepathica Astra keyword, which you wouldn't. Consider it a list of 'peer' talents.

Combat

Initiative in the starter adventure is very simple - there are no rolls; the PC's pick someone to go first then alternate with the bad guys unless someone spends wrath/ruin to 'seize the initiative' and add an extra good/bad guy turn before the I-go-you-go resumes, or unless someone ambushes the other, in which case ambushers go first in the first round.

Mobs are swarms of disposable goons. They're still a touch more dangerous than horde magnitude - more akin to Genesys minion groups or Legend of the five rings minion groups - essentially a bunch of individuals where all but one spend their action 'aiding' the first one, who actually attacks, and who don't impose a penalty for multi-attacking the group.

Since aiding adds bonus dice, mobs will be good at hitting (as 1/2 the dice will add one or more icons) but won't cause ridiculous horde damage (as only 1/6 of the dice can shift dice to damage rolls, and even then only if they've hit 'already').

This means that fighting a mob is easier with armour and toughness than flashy swordsmanship and agility.

For every two 'icons' you beat a mob's defence by, you hit an extra guy

There is no 'location roll' when shooting someone. You hit them or they don't, and armour has added an average value across the whole body.

However, called shots are now more than just a narrative tool, but a standard combat option. For every 'step' you voluntarily make your roll to hit harder, you get bonus damage dice. The examples listed are

Aiming for a limb - which would give you enough bonus damage dice to probably ignore the armour of the guardsman

Aiming for the head - which might give you enough bonus damage dice to ignore the armour of the battle sister

Aiming for a joint or vision slit - Which might give you enough bonus damage dice to ignore the armour of the marine

There is a separate damage roll (unlike Genesys) but it's more obviously coupled to the to hit roll than Dark Heresy because you can 'shunt' bonus dice from your to hit roll to your damage roll.

Because damage dice add 0, 1 or 2 damage, far more of the damage potential of a weapon is in the 'flat' damage bonus.

A Lasgun (damage 7 + 1 die) does 7 damage 1/2 the time, 8 damage 1/3 of the time, and 9 damage 1/6 of the time (before extra bonus dice).

7 damage is more than the (unarmoured) resilience of all the character, marine included, so whilst 'skin armour' is still a thing, it's only reducing how many wounds the hit causes, not stopping damage in the first place (without armour coming into play, anyway)

However, 9 damage is less than the armoured resilience of the battle sister, which means that the two power armoured characters can only be hurt by lasfire with a spare '6' on the damage roll (a lucky shot) a called shot to a weak point, or some other form of damage boost.

Rifles get Rapid Fire, giving you bonus damage within half range (2 in the case of bolters and 1 in the case of Gael's slightly longer range lasgun)

If you equal the target's resilience, they take shock (fatigue/strain/strife).

Recovering shock is pretty easy

If you 'run out of shock' you're basically unable to take actions

If you beat it, they take wound(s).

PCs, or NPCs with ruin, may take shock and make a 'soak' test to turn some or all of the wounds into shock and "80's-action-hero(ine)" your way through the gunshot wound.

'Mortal Wounds' can't be soaked unless you have a piece of gear which says you can (the Priest has a Rosarius which allows that)

If you're reduced to zero wounds, NPCs are just dead, heroes get 3 toughness checks (+/- medicae assistance) to try to not die.

This is probably where critical injuries may come in in the full game, but obviously not shown here.

Ammo is not tracked bullet-by-bullet, but it's still a 'thing' unlike genesys.

Everyone starts with 3 reloads.

A standard 'complication' (a '1' on the wrath dice) is dead-man's-click and need to spend an action reloading.

Alternatively you can spend a reload to add your weapon's 'salvo' value in extra attack dice (basically emptying the magazine into something).

'Non-combat-combat skills' have a stock effect which is nice and easy for a GM to use:

If you want to make an intimidate check versus willpower, or deception or acrobatics versus initiative, or whatever, they all have a standard effect in combat.

Either the target gets Vulnerable (-1 defence for the turn) or Hindered (+1 difficulty to their checks for the turn).

This means that whilst 'hitting it with my sword' is a perfectly valid choice (especially since she has a power sword), Victoria Lin can instead lower the defence of a bunch of opponents with an intimidate test and make it easy for everyone else to kill them.

Bolt and chain weapons get 'brutal', which give +1 to the roll of bonus dice for damage

This is obviously akin to tearing.

Since it boosts existing bonus dice rather than giving you more, it's (a) good, but (b) particularly rewards characters with the skills to get said bonus dice; meaning (rather appropriately) boltguns and chainswords give proportionately more awesome effect in the hands of elite combatants.

So, what are the characters like?

Everyone is a Tier 3 character or has been raised to that point, meaning all characters are in theory equal.

Some of them are Tier 1 characters with 2 ascension packages dropped on them (Sergeant Gael Harden, Pater Nemoris, Lady Yyrmalla Aleretta)

Sergeant Harden looks a bit out of place compared to the marine and the battle sister, but she's better off than she looks at first glance because she's had two ascension packages dropped on her.

She also has a lower soak (3 instead of 4 dice), shock 7 (the same as Orten rather than Kull or Lin) and 6 wounds not 8.

However, she gets a talent allowing her to recover shock mid-battle, so her stats are deceptive, and a subskin armour augmetic, upping her resilience to nearly the same as the power-armoured brigade and the toughness 5 Lin).

Her main combat benefit is her signature weapon rule, giving her a bonus damage die with her lasgun (and its bayonet), plus her BS5, which puts her far more on a par with the heavier fighters.

She also has I5 and a distinctly non-standard-for-generic-grunts auspex, giving her the best awareness roll of anyone.

She does also have the ability Look Out Sir, allowing her to take hits on behalf of someone else (with a slight resilience boost) - although since the Marine, Battle Sister and Commissar are all tougher than her, this is an ability to be used sparingly!)

He has an area-effect shock-healing ability, which is good because it's a free action and everyone for one reason or another will want to spend more shock than they have.

His various talents and gear make him very choppy in melee:

Weapon Skill 4 Initiative 4 is okay, but Hatred Heretics gives him a flat +1 against heretics and Master-crafted on his chainsword gets him an extra +2 dice.

his defence is pretty poor (although he can parry with his sword for +1), but his resilience is better than the guardsman thanks to his rosarius. Being able to spend shock to try and soak even mortal wounds is probably nice, too (not that there that looks like i'll come up too often).

Lady Yyrmalla is a heavily upgraded inquisitorial acolyte

Aside from having too many 'y's in her name, she's....basically the bookworm.

A Loremaster talent and cortical implants for knowledge tests, Peer, the Inquisitor's Influence and Symbol of authority, and the Inquisitor's Decree ability for interaction tests...you name it.

However, she has the lowest resilience and wounds and joint lowest shock.

However, however, she has he highest base defence (equivalent to Commissar Lin when she's using a once-per-turn sidestep), and a chainsword which is far more use for Parry than to actually stab people.

Her main job in a gunfight is 'try to not get killed', but she's pretty good at it - certainly much better than a default Dark Heresy sage or scribe. Interaction attacks (intimidate, persuade, etc) give her something useful she can still do to a target not really susceptible to laspistol fire.

One is a Tier 2 character with a single ascension package (Sister Henna Orten)

Henna Orten is a bit more than a 'stock' battle sister but not as blinged out as the upgraded Tier 1s.

Notably, her only weapon is the boltgun - she's the only character not packing a melee weapon by default.

She is very good with the boltgun, though. With Ballistic Skill 5, she's a detectably better shot than the marine.

Her talent ability is Marksman, reducing the penalty for called shots, meaning she can readily get bonus damage dice from a called shot.

Combined with a boltgun's brutal rule, it means she's proportionally better at putting down single tough targets compared to the marine's crowd control role.

Again, she's tough, meaning tanking lasbolts is (reasonably) easy.

That extra point of resilience of Kull will mean a lot more than it looks like it should in practice because extra successes means one-and-a-bit bonus dice are needed but she's certainly tough enough to largely ignore the rank-and-file goons whilst she concentrates on head-shot-ing the important opponents.

She gives anyone nearby benefits to corruption tests to resist chaos taint and gets a bonus to resist psychic powers.

Faith is in the game, mechanically.

Unlike Dark Heresy, Faith is a separate resource, not using Wrath/Glory/Fate Points, whatever

She specifically has 'acts of faith 1' (which gives her 2 faith points and 2 acts of faith. Go figure on the numbering system).

It costs 1 faith and 1 shock to use them - her shock of 7 is a touch lower than Kull or Lin, so don't use Faith lightly.

Both abilities are good but pretty low-level in effect; divine guidance is +1 BS for the turn, the passion is a single out-of-turn move.

Stacking Divine Guidance, Marksman, spending a clip for Salvo 2, and her base Agility 5, BS5 means she should NOT be missing, and bonus damage dice and rapid fire 2 means whoever she hits should stay the heck down.

Two are Tier 3 character (Battle-Brother Trojon Kull and Commissar Lin)

Trojon Kull is the toughest character, but @Lynata will be pleased to see he's not insanely tough.

Because he's pretty much 'straight out the box' almost all his potential comes from slightly higher stats and lots of good gear.

As noted above, without his powered armour, even a lasgun would automatically wound him if it hit (if it weren't for the powered plate, anyway)

His defence of 3 is actually one of the lowest, so whilst he can tank hits well, he can't really avoid them.

His wounds score (8) is no higher than other characters (although note that they're ascended to rank 3 too, that shouldn't be taken to mean that a marine won't have more wounds than an out-of-the-box guardsman

There is also no sign by default of the concept of Angelus-calibre weapons; Kull, Lin and Orten's bolt weapons all have identical stats of 10+1ED damage.

When Primaris Marines turn up, they will probably have more powerful guns, because they explicitely are armed with bigger weapons - the Cawl-pattern Bolt Rifle is a separate thing to the Bolt Gun on the tabletop, with a physically bigger model, better armour penetration value and a longer range.

Kull does have a special ability called Angel Of Death - whether you want that to represent heavier weapons, superior skill or whatever, which adds an automatic success when targeting mobs. Combined with his high armour rather than high defence and the high salvo value of a bolter, a talent that adds to attack rolls (to get multiple hits) along with a talent which helps with melee multi-attacks, this means that mulching generic goons in vast numbers is an astartes speciality (but that he's not necessarily that much better at killing 'dude with a nametag')

He does, obviously, do insane amounts of damage with his combat knife (12+1ED), but as an unpowered blade it has no funky special traits.

Rather than the 'unlimited power' of unnatural characteristics, he has a stock rule that he gets a +1 die situational modifier if the GM deems it appropriate to one of his implants (which is probably most checks other than combat attacks, frankly - most senses, raw strength, endurance for soak, you name it). The result is a rule which doesn't look that powerful but probably really is, albeit that a bonus die only has a 50% chance of coming up good.

Victoria Lin is a default human Tier 3 character.

Her stats are not detectably lower than the marine's, and better in a couple of cases (actually both her toughness and willpower are 5s, which beat's the marine's 4, and her shock - but not wounds - threshold is higher)

Her resilience is (unsurprisingly) lower, since her armour is just a flak greatcoat.

She's much more a 'don't get hit in the first place' combatant. Her power sword does fractionally less damage than Kull's combat blade once strength bonus is baked in (11+1ED versus 12+1ED) but it has parry, increasing her defence in melee. She also has Sidestep, which lets her further increase her defence against 1 melee attack per turn.

Her biggest skill is intimidate. With Initimidation 4, Willpower 5, her commissar abilities giving her a flat +1 to intimidate score and the ability to intimidate mobs without penalty, she can apply vulnerable to big mobs without much trouble, allowing the other PCs to clean up.

She's also another character who boosts friendly resolve checks, along with Pater Nemoris.

]]>279306Mon, 16 Jul 2018 08:54:45 +0000Help newbie with an attempt at subtle operationhttps://community.fantasyflightgames.com/topic/281225-help-newbie-with-an-attempt-at-subtle-operation/
This is gonna take some wall of text to explain. Here we go

In the current campaign our warband came to Landunder (Calixis sector) to investigate the case of people massively disappearing (many millions). Shortly after arrival our divination psyker did some scrying and was detected by a powerful rogue psyker on the hive who is in part responsible for the occurence. We know his location. He belongs to the brotherhood of horned darkness (canon thing) (chaos undivided)

The whole thing apparently operated through a thing called Tontine pact. Common people sign it and if one of the signed dies, others get portion of the deceased one's possessions. Adeptus ministorum outsourced the issuing and handling of the said pacts to some guild and well, the pacts themselves are tainted. Produced this way to indirectly bring people under certain effects. They all get tainted too and apparently there are multiple "mini incursions" happening throughout the whole hive. If those people die, the patron demon of the cult get their souls, if not said incursions happen. In like 3km radius there is an incursion where demon comes, snags the civilian and drags it to the warp and returns there. within couple of minutes munitorum guards come by to pick up all the deceased stuff (couple minutes, aka they know beforehand) thus leading to conclusion that they are involved too which is worrying. How deep does this go?

Our psyker tried more scrying and well, the rogue psyker can summon demons at will apparently and that happened. Got attacked. Aka "dont poke your nose where it doesnt belong".

So at this point we have 1 player infiltrating the guild and confirming that the guildmaster is corrupted (apparently they produce those pacts already corrupted, etc) and he got captured :D Have imperial guard corruption (and we dont know how high it goes) and a powerful rogue psyker. Everyone is "itchy" drawing poisoned knives at the moments notice and no clue how to operate further. We wanted to do things subtly this time around but already got caught scrying which raises suspicions. As such I'm thinking that we could make up a new tzeentchian cult which supposedly started operating here and pin our actions on them. Maybe catch some cultists and stage a fake tzeentchian sacrificial ritual or something. Not sure how to check the depth of corruption within imperial guard or hive as a whole, I guess and hesitant to attack the psyker as it would immediately raise red flags and we dont know enough, nor have enough firepower to deal with them. Seem kinda stuck. If we found out enough, might maybe solve it indirectly. Tipping the adeptus arbites (if uncorrupted) or sending word for assistance as it seems like the cult has spread widely.

Any suggestions on the situations? (hopefully not an exterminatus :DD)

]]>281225Sat, 18 Aug 2018 12:43:42 +0000Dark Heresy 2e Adventureshttps://community.fantasyflightgames.com/topic/281401-dark-heresy-2e-adventures/
I know that Dark Heresy has been dead for a while now; but I am planning out a Dark Heresy Second Edition campaign and I would love to get all of the adventure material that I can get my hands on. I love the WH 40k universe, but I am just not good enough (yet) to write my own adventures in this setting.

If anyone has any homebrew adventures or resources that they would be willing to share with me, it would be most appreciated.

]]>281401Wed, 22 Aug 2018 03:56:02 +00002nd edition adventureshttps://community.fantasyflightgames.com/topic/187001-2nd-edition-adventures/Im looking for some premade 2nd edition adventures that people may have made and are willing to share. I know of the ones in the books but I really want to stretch out the campaign. I would go so far to even offer to commission someone who could write a balanced adventure(s) with equal amounts investigation and combat (myself and my group really like combat) send me a message if you might have something to share.

Even just ideas or an overview of adventures you have run would be nice and I could fill in the gaps im sure.

]]>187001Wed, 02 Sep 2015 20:54:35 +0000Desoleum and Oathshttps://community.fantasyflightgames.com/topic/278989-desoleum-and-oaths/
Pretty simple question, the Source books consistently say that the Oath-Cog System is in Hive Desoleum Primus, so what about in Javin, Suzzum, and the smaller ones? I assume they run by the same system as it appears they are run by the same Government, however I would also assume they likely have different expectations of certain positions and the like.
]]>278989Mon, 09 Jul 2018 16:52:32 +0000The All Guardsmen Partyhttps://community.fantasyflightgames.com/topic/129232-the-all-guardsmen-party/Hi folks, I'm popping in here on my holidays to share a story about bravery, incompetence, and detpacks.

This is, at heart, a campaign write-up, but it has grown over the months into something a little bigger than anyone expected. I'm hoping you guys enjoy it as much as the folks on reddit and tg.

This has become a rather long story and due to this forum's image limits (and my inability to find the spoiler tags) I'm going to have to link off-site. The entire story is split into screencapped chapters hosted on imgur below (with the original thread links too, if you'd prefer), but it can also all be found in a nice, clean, slightly more polished, google-hosted html file here:

I'm rather new on the forum, so if I should move this somewhere else please tell me. Otherwise I'm happy to talk or answer questions and would love to hear any literary criticism.

]]>129232Tue, 16 Dec 2014 18:58:53 +0000How I Run DHhttps://community.fantasyflightgames.com/topic/278467-how-i-run-dh/
Hey All, new member on this little defunct forum of ours and I've just started a campaign. I've decided to record it so you guys can tell me what you think

]]>278467Thu, 28 Jun 2018 13:06:47 +0000https://community.fantasyflightgames.com/topic/256181-wrath-glory/
The new 40K RPG has been announced:

]]>256181Sun, 13 Aug 2017 04:32:47 +0000Untouchable and Gate of Infinityhttps://community.fantasyflightgames.com/topic/274669-untouchable-and-gate-of-infinity/
Hi, I'm wondering what means " Can never gain nor benefit from the positive effects of Psychic Powers or any other related unnatural talents,traits, or abilities that call on the Warp for power." in Untouchable advance.

Friends whos playing with me, says that im immune for all Psychic and Warp spells and talent (that what lore telling about Blanks), what are you thinking about that? Untouchables are immune for all Psychic spells, or maybe just for that which giving benefits for him (Warp perception, etc.)?
What about crossing Gate of Infinity, he can or not?
]]>274669Mon, 30 Apr 2018 21:29:00 +0000Old Supplementalshttps://community.fantasyflightgames.com/topic/274652-old-supplementals/
Hi, I was looking through my misc 40k RPG folder, and I noticed I had an Enemies Within Character Creation Supplement, but not one for the other books. Is there any way to still get the last update of the FAQs/Erratta, supplements like this, etc.?

Thanks!
]]>274652Mon, 30 Apr 2018 19:16:23 +0000Movie plug.https://community.fantasyflightgames.com/topic/260474-movie-plug/
If you like dark heresy or THE 40k universe in general you might, just might, like a cheap little movie called 'mutant chronicles ' which is based on a game with a bit of a 40k theme.

It's a dark, war torn future with humanity under assault from demonic like monsters. Very Gothic and steam punk feel with lots of darkness. It has some acting talent like Thomas Jane, ron perlman and john malkovich.

It's a very cheaply made movie but I think if you like. 40k you might like it. It could almost be like a mission in dark heresy. One character is a monk\priest.

]]>260474Tue, 10 Oct 2017 13:49:59 +0000Character creation assistance (new player)https://community.fantasyflightgames.com/topic/271420-character-creation-assistance-new-player/
Well, "assistance" is probably an understatement . My son has convinced me to try out 2nd edition DH with him and a couple friends but I haven't played a P&P RPG since the days of D&D 2E and Marvel RPG. After looking at the character creation rules, this one really seems different than those old school types in terms of how much character background affects things. I tried playing around with the character creator and reading the rules but I have to be honest that I'm doing this more as a way to spend time with my son and I'm personally not all that interested in learning more of the lore and rules than I need to. My hope is to just work it out as we play.

So my ask is more as to whether there is either an archive of pre-built starter characters out there that I could just chose one from, or if there any veteran players that may be willing to help a new player out with giving me a character they've created or that has the know-how to whip one up quickly for me in the character generator. Here's my general requirements in case anyone reading this may be willing to assist...

Class: Adeptus Mechanicus

Skills: Intelligence focused with some decent ballistics skill and maybe some medic skill. They want me to play the guy that builds and repairs tech gear and fights primarily at range. I'm also supposed to work towards being kind of the cybersecurity/hacker type character. He said we are using the standard point allocation approach and that I had 60 points to spend towards my stats.

Other than that, I would be open to any background world, profession, talents, etc that would overall benefit a character like this and would trust your judgement of what is best for those. I definitly appreciate the help or direction to where I could find a character. Or if there are more active forums I could post this in, that would be good to know too. Thanks in advance for the assistance!

My character's background is a Priest that got detached in the IG in a war vs Orks. He was leading the guardsmen in combat before he was drafted by the inquisition.

My idea was to build the following:

Some Melee ability, as our party is lacking this and I like the idea of him being a little bit like a commisar: swinging his sword for morale mainly

I know AG 20 is really bad, so I wanted to compensate for that by a refractor field, to have some kind of defence.

Other gear would be Chainsaw (custom grip), Hotshot Lasgun (red-dot).

For combat I would choose the following talents: Swift Attack, Inescapable Attack and Blade Master

Boost some stats: WS to 46, T to 42, PER to 37 (for inescapable attack). I would also like to boost FEL to 41 (to be effective at skill checks) and WP to 42 for the WP bonus on Sway the Masses (though this seems less important).

What are the roleplay talents, apart from Peer(X) that would fit a talky character, who get's his way by persuading people?

I'm not too good at intros and new to this forum so I'll get straight to the point. Long story short my friend was starting a Dark Heresy Campaign, so after quickly looking at the rule book I realized the character creation process is quite lengthy and fairly complicated. That's why I went looking for a character generator, but it seems like the only one I managed to find for 2E was unfinished and apparently hasn't been touched in a while. So I decided to write my own character generator, so that the new players in my friend's campaign could have something easy to use. But then other stuff happened and I stopped any progress for about two months so they already made all their characters. Luckily though I now have free time again so I am planning to continue creating the app, but I'm also not sure how much use it would get and as a result how much polish I should put into it. That's why I've found the first forum I came across to ask the opinion of the people on whether or not anybody actually wants this app to exist. I have most of the functionalities working-ish, but only just enough data copied from the rule book to test things. I could also do a short video to showcase how it works, cause I haven't deployed it anywhere yet.

I would be glad to hear any and all opinions.

]]>262389Thu, 02 Nov 2017 19:49:25 +0000recruiting NPCshttps://community.fantasyflightgames.com/topic/261415-recruiting-npcs/
The vignette in "Enemies Within" featured the acolytes recruiting a member of a cold trade gang into their ranks. They did say the Big I would have to approve it but they pretty cleary felt the 'recruit' was skilled enough to be useful and that she was redeemable.

When I read thru "dark pursuits” I could imagine some players I knew, or even myself as a player, probing out the guard who's employer died to see if he might be useful and willing to join the players. Having an employer die on him could look bad on his record even if he were blameless. He might be willing to help the players pursue the killers to redeem his record. Or the players might offer him some short term employment.

So how would you do recruiting NPCs into the band? I am pretty sure they would at worst have to be criminal scum who were not willing heretics or traitors. Perhaps lower level criminals who may not have known their leaders were chaos cultists or traitors and maybe taken back a bit when they discover the truth. I suppose an inquisitor might tolerate this as long as the players took responsibility for the recruit.

How would you use them? As redshirted monsterbait to serve as ablative armor for the players? A ready source of new PCs in event of an unfortunate turn?

]]>261415Sun, 22 Oct 2017 15:47:44 +0000Learning new Psychic Powershttps://community.fantasyflightgames.com/topic/261167-learning-new-psychic-powers/
I was wondering from a fluff-perspective how sanctioned psykers learn new powers. Do these powers just manifest suddenly and from that point on are part of their repertoire? Do the psykers learn them from ancient tomes like Wizards in fantasy settings? Or do they have to seek out a mentor at the Adeptus Astra Telepathica to train with them? How long does it take to learn a new power? Is there anything on that in any of the official books?
]]>261167Thu, 19 Oct 2017 07:40:02 +0000xenostech as a skill?https://community.fantasyflightgames.com/topic/261140-xenostech-as-a-skill/
Would you consider forbidden lore xenostech as a fair skill? It would be different than forbidden lore xenos which needs specialization by race, in that it would bit cover a race's history, biology, tactics, etc. It would just cover various types of xenostech and only their tech. So you could ID a device as eldar, ork, tau, fra'al, etc and possibly with multiple successes get some inkling of what it may be or do but the skill only covers tech of various races not an in depth analysis of a race as a whole.
]]>261140Wed, 18 Oct 2017 20:38:41 +0000Calling in aid.https://community.fantasyflightgames.com/topic/260714-calling-in-aid/
Jargal made a good case for acolytes not being meant to fight serious menaces like daemons themselves. OK some players might like beating a daemon for those big XP awards but yeah, others might think it's more important to warn local authorities about a major menace.

So how do you go about calling in the cavalry if you find something that takes a lot of power to deal with?

Adeptus arbites are an obvious first choice. Especially if dealing with normal heretical filth or even xenos. With flamers they might deal with minor daemonic issues. Same with local PDF. But if you call them in to deal with even minor daemonic issues they may all end up being killed for security reasons.

With daemons, a force of adeptus soritas might be a good choice.

I'm not talking about using influences to bring in someone, BTW, I mean alerting local authorities to do their jobs. Any ideas on that?

]]>260714Fri, 13 Oct 2017 04:22:29 +0000Intro adventurehttps://community.fantasyflightgames.com/topic/260055-intro-adventure/
I've read the intro adventure to DH2 and I think I must be missing something. Basically there just doesn't seem to be any way in **** a novice band of acolytes can do anything but get killed by the daemonhost. As powerful as the 'weakened' form is it seems like it could just pretty much instakill a starting acolyte per turn while the acolytes attacks on it are utterly negated by it's 14 damage resistance. 14 points of damage resistance, even if I gave the acolytes civilian bolters (1d10+5) most hits will do no damage at all. Autoguns, lasguns, why bother rolling? Sure lasguns could be fired on overload any maybe a few hits would do a point or two. Big deal.

Meanwhile the daemonhost is killing an acolyte per turn. Sure they have a few fate points, but the daemonhost Burns then off in it's hit and run attacks. Then maybe they burn fate to zero to survive a few more rounds, while barely scratching the daemon, then it just kills them all one a turn.

I suppose I can pull a deus ex with robin heretek and his merry men fighting the daemonhost until it's worn down a bit but that just reduces the players to an audience and that kind of sucks for the players.

So am I missing something or are the beginning players really supposed to have no chance to do anything but get terrified, driven insane, crippled and massacred until the heretek shows up?

As is if I ran this adventure I'm thinking my. Players wouldn't come. Back for a second one. After basically being reamed, steamed and dry cleaned in this one. I may cut down the daemonhost like by half to give them a chance.

And I am in kind of a bad mood for a. Lot of reasons that have nothing to do with anything here so I don't want a belittling, snarky reply. All others are welcome.

]]>260055Thu, 05 Oct 2017 23:20:37 +0000DH2 Google Sheets Character Sheethttps://community.fantasyflightgames.com/topic/235559-dh2-google-sheets-character-sheet/
So for DH1, RT, DW and such we had Memetix's Excel Character Sheet. I see somebody is starting to work on something for DH2 so I will just post what I made for my group based off Memetix's sheet. I usually end up building characters for some of the group so I built it in google sheets so Its easy to edit and keep track without trying to manage files. I pretty much learned as I went and a lot of it is brute force solutions.

I will not say its elegant or streamlined at this point but it is functional. Feedback and issues would be nice I don't make use out of all the features yet and I don't have the time to rigorously test everything.

The general format of the Character Generation, Advancement, Equipment and ModernCS are from Memetix's Excel Character Sheet. The actual functionality and everything I did.

I'm here and will remain here if you have any questions, concerns, advice, or just plain old shoptalk about Dark Heresy - jokingly in this way I am taking over this forum as it's new Governor > Governor MorbidDon reporting for duty!

I check this forums at least once / day from MON - FRI so rest assured your posts will be read and answered!

There are a few other "heads" on here I hope to still see who offer tremendous insight into both the Rules & Lore; suffice to say most of the bias or power-gamey folks have left (which is good) - hopefully in this vein we can continue to build up the FFG 40k game system in a fair and meaningful way that accounts for long term play / re-play-ability!

I hope to see some more posts soon

The Emperor Protects!

Stay GAMING
Morbid

]]>245537Thu, 23 Mar 2017 15:53:35 +0000Overwatch Issueshttps://community.fantasyflightgames.com/topic/216812-overwatch-issues/I saw a thread on here a while ago about overwatch being superior to all attacks. Obviously, overwatch causes some issues and I'm planning to nerf it.

The way my players used it in my last game kind of gave an example of something that I'd like to address.

Overwatch seems to allow players to exceed the rate of fire of their weapons.

There were two snipers using it. These weapons are single shot only. Three enemies entered the kill zone and each one shot three times within the span of a theoretically 10 second long turn. They also forced a pin check on all three enemies. How on earth is this balanced and why would anyone attack any other way?

This is correct RAW I believe. I'm fairly sure it isn't limited to one shot or burst.